/******************************************************************************
 * Spine Runtimes Software License v2.5
 *
 * Copyright (c) 2013-2016, Esoteric Software
 * All rights reserved.
 *
 * You are granted a perpetual, non-exclusive, non-sublicensable, and
 * non-transferable license to use, install, execute, and perform the Spine
 * Runtimes software and derivative works solely for personal or internal
 * use. Without the written permission of Esoteric Software (see Section 2 of
 * the Spine Software License Agreement), you may not (a) modify, translate,
 * adapt, or develop new applications using the Spine Runtimes or otherwise
 * create derivative works or improvements of the Spine Runtimes or (b) remove,
 * delete, alter, or obscure any trademarks or any copyright, trademark, patent,
 * or other intellectual property or proprietary rights notices on or in the
 * Software, including any copy thereof. Redistributions in binary or source
 * form must include this license and terms.
 *
 * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR
 * IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
 * MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
 * EVENT SHALL ESOTERIC SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
 * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
 * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS INTERRUPTION, OR LOSS OF
 * USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER
 * IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
 * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
 * POSSIBILITY OF SUCH DAMAGE.
 *****************************************************************************/

using UnityEngine;
using System.Collections;
using Spine.Unity;

[ExecuteInEditMode]
[RequireComponent(typeof(SkeletonRenderer))]
public class SpineGauge : MonoBehaviour {

	#region Inspector
	[Range(0,1)]
	public float fillPercent = 0;

	[SpineAnimation]
	public string fillAnimationName;
	#endregion

	SkeletonRenderer skeletonRenderer;
	Spine.Animation fillAnimation;

	void Awake () {
		skeletonRenderer = GetComponent<SkeletonRenderer>();

	}

	void Update () {
		SetGaugePercent(fillPercent);
	}

	public void SetGaugePercent (float x) {
		if (skeletonRenderer == null) return;
		var skeleton = skeletonRenderer.skeleton; if (skeleton == null) return;

		// Make super-sure that fillAnimation isn't null. Early exit if it is.
		if (fillAnimation == null) {
			fillAnimation = skeleton.Data.FindAnimation(fillAnimationName);
			if (fillAnimation == null) return;
		}
			
		fillAnimation.Apply(skeleton, 0, x, false, null, 1f, true, false);

		skeleton.Update(Time.deltaTime);
		skeleton.UpdateWorldTransform();
	}
}
